mob/proc

	attack(mob/M)
		oview(src) << "[src] attacks [M]"
		src << " You attack [M]"
		M << "[src] attacks you!"

	Missile(mob/M)
		oview(src) << "[src] missiles [M]"
		src << " You missile [M]"
		M << "[src] misslies you!"

	closeall()
		for(var/I in src.client.screen)//Loops over all types in /obj/hud/items
			del(I)//deletes them


	Addhealth(mob/M,H as num)
		if (H <= 0) return
		if((M.hp + H) >= src.maxhp)
			M.hp = M.maxhp
		else
			M.hp += H

	Losehealth(H as num)
		if (H <= 0) return
		if((src.hp - H) <= 0)
			src.Die()
		else
			src.hp -= H

	AddHP(H as num)
		if((hp + H) >= maxhp)
			hp = maxhp
		else
			hp += H

	AddMP(M as num)
		if((mp + M) >= maxmp)
			mp = maxmp
		else
			mp += M

	procRest()
		AddHP(20) //Not sure about the proper values
		AddMP(5) //Must remember to check Original CotW Code

	Die()
		dead = 1
		Teleport(locate(51,99,99))
		src << "Plese press F2 to start a new character. You can also load your last save, presuming you saved."

mob/pc/proc

	Remove_bump()
		sleep(10)
		if(bumpedX > 0)
			bumpedX--
			src << bumpedX

	Get_totalcash()

	// Returns total value in copper, in the purse.
		var/value
		var/obj/object/Container/Purse/P = inv_equipped["purse"]
		if(P)
			for (var/V in P.Casharray)
				if(istext(V))
					var/i = P.Casharray[V] // current amount
					var/V2 = "/obj/object/Treasure/[V]"
					var/obj/X = new(V2)
					if(X)
						if(istype(X,/obj/object/Treasure))
							var/obj/object/Treasure/L = X
							value += i * L.timesrate
							del(X)

		return value